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Thanks to Andrew Becker for providing some of the information
in this solution.

Introduction

Like its predecessor, Might and Magic VII is a very loose game --
i.e., there is very little linearity. Although there is some linarity to
the game, and many more quests are dependant on previous actions, this is still
very much a game of visit everywhere and complete all of the individual quests.
Because of this freedom,
the walkthrough will be in the style of a "tour" of the lands. Each major grid
location is listed (along with a screen capture of the map from the game), and all
surface locations noted.

For towns, each building is described, along with what and who can you can talk
to, who to buy skills from, and what quests are available. For the outlying areas,
the dungeons are listed.

Dungeon maps are not given -- they would be too extensive to fit easily into
a web page and the automapping in the game is excellent. Also, every dungeon should
be explored completely to get all of the loot, but only puzzles and hidden locations
are described. I also skip most of the fighting because it isn't something that
you can easily describe, nor does it matter in most places, except that you
have to survive it. I do list the creatures that you will encounter in a dungeon
or grid location to give you an idea of how difficult the location is.

Stores are listed with a "buy" and "sell". The "buy" value is multiplied by the
items value to determine the price you have to pay for it. The "sell" value is divided
by the item's value to determine the price you can sell it to the store for. Higher
is always worse, and a "buy" or "sell" of 1 means that you are buying/selling an item
at cost.

Every location has a "reset" timer. This starts when you first enter the area,
and after it "goes off", the entire grid square resets: monsters reappear and random
treasure is replaced. Nonrandom treasure (including most stat-gaining liquids) is
not replaced. All dungeons have a reset of 2 years (24 months), unless otherwise
noted. Overland areas have reset times listed with their descriptions.

Artifacts are unique items that can be found.
Some of artifacts are placed at specific locations; others are randomly generated.

Some of you may notice the similarity to my Might and Magic VI solution.
I figure if New World Computing can put out a game based on basically the same engine,
I can put out a solution with basically the same format.

Fairly simple set of tunnels to explore. As you enter, when you get to the
first open cavern with a natural pillar in it, there is a chest hidden in the wall
behind the pillar. There is another chest if you take the left exit from this
room, then the left exit from the next room and go all of the way to the end
of the tunnel. Both of these chests contain minor random treasure.

To the north, the cave stops being natural passageways and starts being
constructed hallways. It turns to a room with lots of bats and rats. Along
the far side of the room, there is an altar with a pair of fire bolts shooting
across every few seconds.

The north exit follows a hallway to a guardroom with friendly guards. There
are several cabinet chests in this room, one of which contains a wealthy hat
needed to complete quest 6.

The south exit leads to a library. The north side of the west wall is
secret leading to a second librar room where a piece of tile is on the floor.
This tile is needed to complete quest 4.

The first time you visit here, the castle is unrepaied and infested by goblins, bats,
and rats. There is nothing secret here now; just clear out the main entrance room and
follow the corridors to the left and right, killing all of the monsters.

Once you have gotten the dwarves to repair the castle, your Throne room will be open,
and you can meet with the Elvish and Human ambassadors.

Once you have selected an arbiter and completed the prooving quest for them, your
castle will be upgraded once again, opening up several new areas, including an upstairs.
In the torture chamber below, the southwest cell has a tunnel dug out of it that leads
to a small cache of treasure. The library in your castle also has a document describing
cryptography that is useful in decoding the message for quest 64.

From the entrance area, head west, following the corridor ahead as it turns
to the north, and then heads east. It will eventually dead end at an ore vein,
where you will find a pile of bones, a note, and an Arcomage deck. You need to
return with the deck to complete quest 10

Returning to the entrance, take the north passage. It will turn to the northeast
and turn south where there is a ledge. Opposite the ledge to the north is a secret
door in the wall behind which are several chests.

The barrows are a series of interconnected sections forming a complex
maze. Each barrow has two tunnels exiting from them. Each tunnel, except
those leading outside, has a lever to flip that exit between one of two
possible destinations. You can always tell which barrow you're in by looking
at your automap.

Some of the barrows have a wall plaque between the two tunnels that
describes the four exits by listing the barrow numbers for all four combinations.
The keys that are found in the barrows allows you to open up some of these.
(Unfortunately, there are three locks and only two keys.)

Barrow

Left Up

Left Down

Right Up

Right Down

1

11

6

5

15

2

11

13

14

5

3

12

8

10

4

4

Tomb

15

12

3

5

2

1

9

12

6

13

Tomb

11

1

7

9

10

Outside

8

14

3

15

13

9

5

7

Outside

10

7

3

Outside

11

2

13

1

6

12

14

4

5

3

13

11

2

8

6

14

8

15

2

12

15

8

14

4

1

Barrow I

The southwest wall of the west side room and the east wall of the east
side room are secret walls that have a room of items behind them.

Barrow II

Directly across from the entrance tunnels is a secret door that leads to
a water-filled passage. Another secret door leads to this same tunnel from
the second crypt room just down the stairs from the entrance. If you follow
the tunnel all of the way down, it leads to a room with three chests. One
of these chests contains the Lantern of Light that is needed for quest 9.

Barrow III

There are no secret areas here.

Barrow IV

After going down the first tube tunnel, there will be a circular room with
a central pillar. On the west side of that pillar is a button that will open
up a door on the east side of that pillar. Behind the door is a pair of chests
and some skeletons.

Barrow V

There are no secret areas here.

Barrow VI

Directly across from the entrance tunnels is a secret room. It can be opened
from the secret door here, or the secret walls in both side rooms. It contains
a collection of items.

Barrow VII

The floor against the north wall will sink into the ground if the button on the
north side of the southern altar is pushed. If you jump down this newly formed
shaft, you'll be in a corridor that leads to a room. Stairs lead up and down to
another room. At the peak of the stairs between these two rooms, there is an altar.
The top of the altar slides away to reveal a sliding lever. The lever opens the wall
opposite it allowing you to return to the barrow tunnels.

Barrow VIII

Go through the corridor to the first room. There is a secret door in the west
side of the room revealing gold and items. Heading out the south exit, the west wall
of the corridor is another secret door revealing a room of items. Finally, in the
south wall of the last room is another secret door hiding more items.

Barrow IX

A bookcase in the entrance area hides a tunnel leading down. The far wall in the
room at the bottom of this tunnel hides a chest that contains a barrow key. These
barrow keys can be used on the keyholes in barrows 7, 9, and 10 to unlock
some of the map guides in the barrows.

Barrow X

The chest at the top of the stairs has a barrow key. The northwest wall is also
a secret wall leading to a corridor that ends in another secret door. Behind this door
is a large crypt with a few gold pieces.

Barrow XI

There are no secret areas here.

Barrow XII

From the starting room, head west. The two doors in this room are opposites -- clicking
on the north door opens the south door and vice versa.

Barrow XIII

In the southwest corner of the east room is a secret wall revealing some chests.

Barrow XIV

There are no secret areas here.

Barrow XV

Go through two doors. The odd colored square in the middle of the room is an elevator
that raises you up to the last room.

Tomb of Zorkar

Directly ahead is the coffin where you need to put Zorkar's remains to complete
quest 50.

If you go down the passageway, you will get to a room with a pool in the middle
and four side rooms in the cardinal directions. The pool is the lost meditation
point needed for quest 13.

From the starting room, head up the stairs and open the door. You will be
in a library. Against the west wall is a bookcase. The top-left book in this case is
sticking out. If you push it in, it will open the north wall of the library.

The lever against the north wall in the new passage is a trap. It will shoot a
fire bolt at you if pulled. Follow the corridor down the stairs and turn left.
Clean out the chests on your right as you pass by.

The corridor leads to a pair of doors which open up into two bedrooms. If you continue
out the doors of the bedrooms, they lead back to the main entrance.

Return back the way you came and go all of the way around. You will reach two more
doors that open into two more bedrooms. The northern of these two bedrooms has an
Angel Portrait on the wall, which is one of the three paintings needed to complete
quest 21. Exiting the bedrooms by their main doors leads back
to the main entrance.

Note that there a lot of friendly Dwarves and Warlocks in these tunnels. However,
if you hurt one (even accidentally), they will all come after you.

From the entrance from Stone City's caves, head down the ramp to your
right. In the room below, head north, turning west when you pass the campsite. As you head
down this passage, you will get to a room divided by a chasm. Jump in the chasm.
To the south, the passage dead-ends. To the north, it loops around to an area just north
of where you entered the caverns.

Head south and west again, returning to the chasm you just jumped into. The eastern
edge small enough to jump over. Cross over the chasm and head down the corridor. This
tunnel will generally wind its way northeast. It ends at a ledge overlooking a lower
level. Jump in.

At the end of the tunnel, it forks into two main passages. The southwest passage
leads back to the starting area (after jumping down a short ledge). The southeast
passage leads deeper into the caves.

In the next cavern, the southeast branch dead-ends. The east branch leads
to a room with a pool. Head south, east, and then south. From this room, clean out the
three rooms to the west, then return here and head southwest. When the tunnel
forks, the southeast passage leads to Thunderfist Mountain in
Mount Nighon. Take the northeast passage instead. It will eventually
end in a pit. Jump in.

In this water filled section, head due north. At the dead end is Zorkar's Axe
and Zorkar's remains. These are the remains that you need to return to the
Barrow Downs to complete quest 50.

Head south and east, continuing down the water filled passage for a long distance until
it narrows and starts going uphill. After going through a pair of rooms, the passage
will end back at the pool room.

This is a rather small cave system. Follow the tunnel south, east, a bit north,
and then west to reach the large central hideout of the bandits. In the chest in
this room is the Signet Ring needed to complete quest 11.

Enter from the entrance to the northwest of Erathia and pass through the first
room, taking the corridor north and then east. Follow it all the way to the east
and kill all of the thieves and rats in that room. Retreat to the corridor and
follow it north emptying that room of hostiles. Then return back the way you came
and head up the stairs to the south.

This passage leads to a star room with exits in six directions. If you step
in the center area where the paths meet, it will set off an explosive magic trap.
Head to the southwest exit from this room. Follow the path around through two doors
until you get to a ledge. A lever to your right will raise a pathway across the room.
Follow the path all of the way around to a room with three levers that overlooks a room.
Pull all three levers, waiting after you pull each one for the blocks of stone to move
into place before pulling the next lever. As you return to the star room, a
shrapmetal will shoot at you as you round the corner.

Return to the star room, take the southeast exit. This leads to another passage identical
to the previous one ending in another set of three levers. Pull all of these. The stone
blocks should now be lined up (more or less) across the room.

Return to the star room again and take the south exit. This leads to the sewer entrance
under the bridge. Instead of heading outside, jump off a ledge.

Follow the corridor to a room with a pair of chests. The western north exit from this room
leads to the area under the passages in the star room. The eastern north exit forks. To the
east is the northeast Sewer entrance and a passage that leads to the area below the path
that you raised to cross the room to the eastern set of levers. Heading up the stairs leads
back to the star room.

Take the north exit. You will be in a room with walkways leading to three arches. Only
the right arch is a doorway and when you through it, you will be in the wrong ledge to cross
the room. Jump off the ledge into the room below.

Exit the room through the corridor south, then west, turning north at the end of the corridor.
Click on the wall at the dead end and you'll be teleported to the right arch. You should be
able to walk across the stone blocks to a room filled with chests, barrels, and items.

Head through the entrance and up the stairs, turning north. The first door
on the right is a large meeting hall. There are no other exits from this room
so exit and head up the stairs, turning right at the hallway. This hall goes
to the corner tower room. Turn around, heading north, cleaning out the two conscript's
bedrooms on your right on the way by, reaching the other corner tower at the end of
the hallway. In this tower, there is the painting of Archibald Ironfist, one of the
three portraits needed to compelte quest 21.

Return back to the entrance area and head south. The first door on the left is
a large mess hall. Behind it is a corridor. South leads to a simple meeting room.
North leads to another meeting room on the left, behind which is a bedroom. In the
bedroom here is a chest that contains Catherine's Key, and the wall has the painting
of Roland Ironfist, another one of the portraits needed for quest 21.

Back in the hallway, the north wall has a secret door in it. Behind it is a set
of stairs leading to a back door entrance to the castle requiring Catherine's Key
to open.

Returning back through the mess hall to the corridor, continue south. The corridor
that you enter is a mirror of the one on the other side of the castle -- two corner tower
rooms and two bedrooms. The west bedroom is where Alice Hargreaves lives. You need
to capture her to complete quest 67.

As you enter the building, you are warned not to procede any further. Ignore their
warning and kill the guards in the room and open the door across from you, heading down the
stairs. At the bottom of the stairs is a trap, causing fire bolts to shoot down
the hallway. In that hallway, there are four doors which lead to guard bedrooms containing
random treasure. There are no other exits.

Return to the top of the stairs and head down the stairs just to the right of where you
entered the Fort. At the bottom of the stairs, there is a hallway. The two doors on the left
lead to a view of the bridge crossing itself. The two doors on the right lead to storerooms.

In the near storeroom, the west wall has a secret door on it leading to a set of stairs.
At the bottom of the stairs, is a long corridor with side rooms branching off on both sides.
The first two rooms are more bedrooms for guards.

The third room (this one is on the right) opens to a meeting room. The painting on the west
wall can be moved and reveals the plans to the Fort. These are the plans needed to solve
quest 32.

Continuing down the corridor, the next two rooms are more bedrooms. The next door, on the
right, opens up to a small storeroom with four chests of random items.

Following this, on the left is a small jail. The two prison cells can be opened by pulling
the levers, but there is nothing inside. Across the hall is a room with crates. The last
door in the corridor contains a few stat gaining barrels.

To even get in this area, you need to solve the cipher that you received
as part of quest 64. The instructions for how the cipher works
are described on a scroll in your castle, and the Scroll of Waves
that contains the keyword is in the School of Sorcery.

The keyword is the third word of the Scroll of Waves: pattern. Repeat that
word over and over for the entire length of the cipher message. Then take the cipher
character and count it back one letter in the alphabet for each position in the keyword
the letter is. [Eg, 'P' is the 16th letter in the alphabet, so you would count
a cipher letter paired with 'p' back 16 letters.] Hence, the scroll decodes like this:

(Side note: it isn't too hard to break withouth the keyword, if you know the
kind of code. Seeing that "nmw" appears twice in the first line, if you guess that
the word is the same word, it means that the key word is either 5 or 7 letters long.
Trying both "and" and "the" for that word and using that key fragment everywhere else
in the message. It becomes clear that "the" works very well with a keylength of 7
and lets you determine what some of the other words are easily, and hence the
key itself.)

The tomb itself is fairly small. The stairs go down from the entrance to a room
with a Lich and his vampires. The sarcophagi in this room also act as chests containing
random items. There are also two side rooms to the north and south with more sarcophagi.
In the north room, the coffin contains the Shadow's Mask. Retrieving this
item is enough to complete quest 64.

If you're just here to see King Parson, you can enter in peace through
the main entrance, going down the elevator, and turning left and heading
to the end of the corridor. Once you have completed quest 14,
you can get quest 32 from the king. If you have received
quest 33, you can inform the king and it will change
to quest 34.

Its best to enter from the entrace in the Tularean Caves.
From the entrance tunnel, follow it to a secret door that leads to an elvish
bedroom. From the bedroom, go up the spiral staircase that leads out to the
area just in front of the throne room. (The throne room is now locked.)

Open the two doors to the east to reveal two barracks rooms. Continue down
the main corrdior, past the lift, until it turns to the north. The two doors
on the left are two more barracks. Both doors on the right lead to a large
library.

The floor in the northwest corner at the end of the hallway is a secret door
that reveals stairs going down to the elven treasury. Raiding this treasury
is necessary to complete quest 68.

Return to the lift and take it up. Off of the main room here are two other
large rooms. Each one contains stat-gaining liquid barrels in them.

From the start, head down the stairs to your right. If you head all
of the way down, you end up in the area below the entrance at the base
of all of the pillars. Go back up the stairs a short distance and out
into the large cavern.

This set of tunnels is mostly a collection area for various other rooms
where you can fall down from. The passage leads eastwards into a large, empty
room; leads west then southwest into another empty room, and directly west to
a room with a few chests. When you have explored this area, return to the
main entrance and take the stairs upwards.

Follow the tunnel continuing north at the fork. The chest in this room
has a scroll documenting the invisible bridge. Proceding south from this room,
the ledge has three stone blocks on it that try and push you off the ledge into
the room below. Should they be sucessful, a tunnel leads from that room back
up into this room. On the other side of that trapped area is a door
that provides a back entrance to Castle Navan.

Return all of the way back to the fork and take the west path, which
quickly turns east and overlooks a room. Jump down from this ledge into
the room. The east door leads back to the entrance. The west path leads
to a chasm. This is where the invisible bridge is, so just walk across.
(Or if you're feeling paranoid, you can use a Jump spell to cross.)

Head up the stairs into a large room. Pull the lever on the far side of
the room. Then return back down the stairs and take the north exit. In
this room, there are three arches (which were revealed only when you pulled
that lever) mounted against the far wall. The left and center arches lead
to the Castle Navan entrance in the caves. The right
arch leads to the top of a cliff.

From the cliff, take the ramp down to the north and it will eventually
turn around and lead to the room at the base of the cliff where you started.
There are a pair of chests here, including one on a pillar that constantly moves
up and down.

Exit this room and take the steeper ramp up. It leads to the prison cell
where Loren Steel is being held. He will join your party. This is whom you
need to rescue to complete quest 33. You can exit the caves
by returning to the top of the cliff and hopping through the arch in the wall.

From the entrance, turn to the left and head up the stairs, turning
right into a room at the top. Pushing the button on the south side of the room
will open up a panel that conceals two chests. Jump down the well in the middle
of the room to a small storeroom and head up the stairs leading out of this
room back to the entrance. Drink from the pool. This will open up two more
side rooms upstairs (where you just jumped into the well) that contain
three more chests each.

Back in the hallway, head west and follow the corridor around. The first door
on the left is a laboratory with lots of magical potions and reagents. The
next two doors both lead to small bedrooms with three chests each. The hallway
ends at a library. In a nook at the south side of the library is a book that
is pushed out of the bookcase. If that book is slid into place, a secret
door opens.

The secret passage leads straight ahead to another lab room with potions
and reagents. Just outside that room, to the east, is a room that contains
the magical defenses that must be destroyed to complete quest 60.
The passage west leads back to the entrance.

Straight ahead from the entrance is Lord Markham's chamber. This is where
you can talk to him to complete quest 19 and receive quest 22.

If you open the doors to the east or west, the guards will become hostile
and Lord Markham will lock the doors to his chamber. Through the east door, there
is a button located on the side of the desk that will open a secret wall to the north
revealing several chests of treasure.

Through the west door, around the corner to the north, the vase that you are required
to fetch for quest 20 is sitting on the hearth above the fireplace.

The flooded entrance tunnel leads to an underground wooden building
guarded by thieves. In side that room, there is a stairway heading up. There
is a secret room underneath the stairs. To open the door, you have to be standing
right against the wall, and because the door is trapped, use the character with the
disarm trap skill to open it. Inside is a chest of random items.

Heading up the stairs, you come out on the deck of a ship. Head straight
and go down the stairs into the hold and turn right. To the south is a secret
door, behind which is a pair of chests. One of the chests has the map to Evenmorn
Island that you need to complete quest 30.

The hole in the hull here leads to a large chamber of thieves and another chest
of random items. Returning to the deck of the ship, if you just "overboard", you can
find a secret passage in the southeast wall of the cavern that leads back to the
entrance area.

Head through the first door and quickly clear the entrance room of archers. Head
up the stairs and all the way around to the left. In the south end of the west wall
is a door that leads down to one of the rooms filled with archers that can shoot
you through ports that open into the main room. When they are finished off, take a similar
path through a door on the south end of the east wall.

Now that the snipers are dead, you can explore in peace. Stay on the 2nd
floor and go through the north door. It leads to a conference room containing a
chest filled with nice items.

Back in the entrance room, take the west door. When opened, a dagger will shoot
down the hallway towards you. The door at the end of this short hallway opens
into a storeroom. There is a chest which contains (among other things) a letter
detailing how you are a "sufficiently gullible" group of adventurers that could be
used to serve their purpose.

Return and go through the east door in the main entrance room. The floor on the
other side of the door is magically trapped. The right fork leads to a barracks.
Behind the southeast bookcase is an alcove containing several chests.

The door on the left leads to officer's quarters. The bookcase here also hides a
room containing several chests. In the center chest is the Heart of the Wood,
which is needed to complete quest 46.

The first room looks like an ordinary wine cellar, divided by wine racks. There
is an item (usually a gem) hidden in a nook under the stairs and a chest of treasure
in the east side of the room.

The northwest wine rack can be moved to reveal a stairway down that leads
to a room with vampires and crypts. To the south of this room is a barred cell
that can be opened with the lever to your right.

To the north is the main lair of the vampire. Against the east wall is
an altar-like pedestal that can be pushed. It opens a room on the west side of
the room containing three chests.

After going in the door and down the passage, you will come to a room with a large
green hill in it. This is the Hill. To find the entrance, walk around the hill clockwise
one and one-quarter times. The entrance should appear. The Faerie King will be waiting
for you at the entrance allowing you to complete quest 26, quest 27,
and receive quest 29.

Behind the King is an elevator going down. Halfway down, you can jump off the
elevator into a room that contains a chest with the Faerie Ring -- a ring that increase
the effect of all air magic spells.

Jumping down the rest of the way, the passage leads to a forested room with
dragonflys. One of the dragonflys has the Faerie Key. The exit from this room leads
through another forest and lake room.

The passage then leads to a finished stone room with a bridge crossing a small
stream. The walls where the stream flows into and out of this room are both secret
doors that have treasure behind them.

Continuing straight, the next room is dominated by a large tree. In the southwest
corner of the room is an exit that dead-ends. On the small segment of wall at the corner,
there is a secret panel that reveals a keyhole. If you use the Faerie key on the lock,
the corridor raises into a stairway and a door opens on the wall to the west. In
the room revealed is a chest and several items.

From the entrance, head down the ramp to the west. When it straightens out into
a corridor, go into the first room on the right. The northeast corner of the room
reveals a secret passage that leads to the bedroom of some clerics. The exit of this
room leads back into a corridor that you would arrive at going down the east ramp.

Head south and go in the first room on the right. Again, the northwest corner of
the room has a secret passage that leads to a storeroom, and back out into the corridor
you originally came down on.

Proceding north down the corridor, you will end up in a small jail with three
cells filled with devils. The three buttons in the middle of the room control the
doors.

When that room is empty, head back and cross to the east passage and go north. The
door that is directly ahead leads to a small store room that has a message from
Xenofex (the head of the devils) detailing their failed plan in Enroth. (This describes
the events in Might and Magic VI.) Continue down the passage north and you will
reach the sanctum of the Baa order. The High Priest of Baa is here (one of the
Priests of the Moon), and on her corpse is the Cloak of Sheep. Killing her
completes quest 49.

Returning down the corridor, jump down into the core of the spiral ramp and
finish off the last of the priests and devils down there. Then take the lift back
up to the entrance.

To the right of the stairs is a chest filled with good items. After its
been raided, head up the stairs and turn to the east. The corridor will
turn north; go east at the next intersection and clean up the side room.
Continue north to another room with treasure guarded by dragons. When both
rooms have been emptied, return to the intersection and head west.

You will pass through a room with a large pillar in the middle of the room.
Continue through this room and turn north at the next intersection. On the right
is a another guarded room of treasure. Continue north and turn east
at the intersection.

Head all of the way east until the hallway ends. Then go north, west, and north.
Follow the corridor, collecting treasure. You will eventually be at a four-way
intersection, heading south. Turn to the west and continue west at the next
intersection.

At the intersection after that, the corridor continues west to a dead-end,
and leads north to another room of treasure guarded by dragons. When both
areas have been explored and looted, head south. The hallways in the next
intersection lead to two more treasure rooms: the west passage leads to
dragons; the east passage leads only to a single chest which contains the
Perfect Bow. This is the item neeed to complete quest 48.

Inside the entrance, there is a locked door directly ahead and three rooms
filled with bookcases. If you talk to the wizard behind the desk in the right
room, you can buy membership to the library which lets you get spell scrolls
off the bookcases. Through the door in the right room is where you will
find Thomas Grey.

Looking behind the desk in the right room reveals a lever that opens the
door to the main area of the school. Down this hallway, head left. The
first room on the left is a bedroom. There is a button by the southwest
bed that opens a secret room to the south containing a chest of items.

Back out in the hallway, continue north through a study room and head up the
spiral stairs. In the next room, pull the four levers on the south side
of the room. This will seal you in this room, but open the tunnel to the north.
In that room, there is a chest containing Clanker's Amulet and two
levers that re-open the stairways so you can leave this area.

Head down the stairs to the east and enter the next study room. The bookcase
on the south wall has the Scroll of Waves that is needed to break to the
cipher as part of quest 64. Exiting to the south,
there is another room on the east side containing the last wizards.

In the first room, there is a dwarf statue and an ore cart. All of the ore
carts in these mines act like chests -- they can have items inside them. The
statue here can be revived by using the Elixer that you got from the dwarf king
when he gave you quest 14. Just click on the statue while
carrying the elixer and the dwarf will join your party as an NPC.

From this starting room, take the west exit. It leads to a room where the
passage forks. There is another dwarf statue in this room. The west exit from
this room quickly leads to a dead end. The north exit leads to another fork, both
of which end rather quickly, although the north fork ends with another dwarf statue.

Returning to the entrance room, take the east exit. It goes mostly straight,
with almost no branching, but leads only to an ore vein and a journal entry scroll.

Back in the starting room, take the northeast exit. When you get to the fork,
go north. It quickly ends, but there is a dwarf statue at the end of the passage.
Continuing east, the passage will end in a water-filled room with a dwarf statue
in the pool.

Returning once more to the starting room, head north, and turn east at your
first opportunity. When the passage next forks, the east fork will dead end and
the north fork will lead to a room with a dwarf statue. Returning to the main
passage heading north, you will arrive at the lift that leads to the lower level.
In this room is the last dwarf statue. Returning to the king with all seven dwarves
will complete the quest.

Taking the lift down, you will be in a room with several medusas. Clean out this
room and the neighboring room to the west and then head deeper in to the mine to the
east.

All throughout the lower level of the mines are black Stone to Flesh potions
to help against the medusa's stoning ability. In the east room, the two exits to the
north connect in a loop. At the top end of that loop, a tunnel leads to a room with
some more medusas. The empress medusa in this room always has the Medusa's Mirror.

Heading further east, clear out the side passage to the north and continue east
to a room with an overturned minecar. The south exit from the room quickly dead-ends.
The east exit continues to a room containing the lift mechanism against the north
wall. If you have the broken belt, you can click on the mechanism to use it and
complete quest 23.

The room you start out in is a large room with three arches set in the
middle of the room and three pillars with locks on them.

Go through the east archway. After it teleports you, head towards the building,
through the shimmering doorways and take the elevator down. Run down this tunnel
until you reach a room that has pools of water in the center. To the left and
right are four fonts (total), each with a button mounted on their rim. Push all
four buttons to fill the fonts and the east-most pool will now be empty. Jump
into the hole formed and there will be a chest in the room at the bottom of
that pool that contains the East Pillar Key. Exit this room via the ramp
that leads to a secret door and head back up the elevator and through the
archway.

Go through the center archway. Go down the spiral ramp from the center
pillar and when you have reached the ground head to the small raised platform
in the southwest corner. When you step on it, the platform will raise you
up to a small room. In this room is a chest that contains the Center Pillar
Key. Return to the archway.

Go through the west archway. Run through the room and up the stairs to
the left or right. At the end of the corridor in both directions is a set
of three buttons and a lever. When the buttons are in the right combination,
you can pull the lever to reveal a recessed area of the floor in the main
room. The combination is different each time (there are only eight possibilities)
and it is also random whether the set on the left side or on the right side
is the one you need to set. Fortunately, you can try all of the combinations
while paused in turn-based combat mode. There is a chest in the recessed
floor that contains the West Pillar Key.

Back in the main room with the arches, go to the three pillars. You should
be able to use the three keys to unlock the three pillars. (The click zones
seem to be very small -- it works best if you run up to each pillar and pause
the game while you try to get the key to work.) When all three pillars are unlocked,
the wall behind the pillars opens.

There is a chest in the new area that contains four empty soul jars, which
are needed to complete quest 63. Exiting the Halls through
the door on the far side of the room completes quest 39
(assuming you haven't killed any creatures).

The room in the front door is completely empty. Go to the northeast corner of the
room and open the secret wall that is there. Follow the corridor around and down the stairs
to the real entrance to the temple. Through this entrance is a large room
with pools on the left and right.

There are two exits on the south, one of the west and one on the east, that both lead
to another room with a pool that overlooks the main entrance. The east room also
has another stairway up that leads to a ledge which overlooks the two pools room.

Return to the pool room. Behind the west pool is a scroll that talks about a vision
of "the sun setting in the west, the moon setting in the north, and the stars falling
in the east." Note this and continue out the north exit. (The door opens automatically
as you get close.)

Head down the stairs and continue north. The room directly ahead is the main altar
room for the Temple of Light. The stairs to the east and west lead up to a ledge surrounding
that room. Go up the stairs. Along the ledge there is a small device that has squares
showing icons of the sun, moon, and stars, each of which could be slid down into a wooden
holder. Follow the instructions on the scroll and lower the sun icon on the west device,
the moon on the north device, and the stars on the east device. Then jump down and click
on the altar. This will open a door to the north. That room has a chest containing the
Altar Piece needed for quest 40 or quest 62.

Return to the ledge around the altar room and head down the corridor that exits
to the northwest. It goes to a room with a pool, chest, and random items. Return and
exit the altar room to the northeast. It leads to a room divided by a small channel of
water. It is possible to walk down the channel of water downstream (to the north) to
another room containing treasure.

You can also walk along the channel south (upstream). When it branches, take the
east branch, crossing over a room that you entered through, leading to another room of
treasure. Return to the branch and continue south. It will cross over the room overlooking
the two pools room and then end in a room that connects to the ledge overlooking the main
entrance area.

There isn't much to the Hall -- it is basically a tunnel that leads from the
surface of Deyja to The Pit. The entrance
area leads to a door, behind which is an elevator that will take you deeper
underground. The next room has a chasm spanned by a bridge. Across the bridge
is a teleporter.

The teleporter takes you to another hall. At the end of the hall is a chest.
If you are on quest 44, the Season's Stole will be in the chest.
The door at the end of the room takes you to The Pit, but will
only be open once you have selected an arbiter.

Kill the guards in the main room and take the elevator up to the top of
the tower. At the top, William Setag (a Master of the Sword) will be there
fighting some rats. On his corpse is a Tower Key that can be used to open
the north room. This will free Alice Hargreaves; a requirement for completing
quest 51.

The south room contains another Master of the Sword. On his corpse is
the Villian's Blade. Across the hall from the south room is a
secret wall that reveals a chest filled with treasure.

Head through the entryway to the elevator down. Head down this corridor as well,
passing by the "backdoor" entrance to the Watchtower, and take the elevator up.

You will be on a central pillar, overlooking a large room with four side rooms
in each cardinal direction. There are necromancers attacking you from below, lichs
attacking you from the four alcoves, and shades flying around. If you have Grandmaster
Water magic, its probably easiest to jump down off the ledge, use the central pillar for
cover while dealing with the shades and necromancers, picking off the liches
from a distance from cover, and Town Portaling home when you get too hurt.

From the floor area, the north wall has a secret wall that leads to a long corridor
that takes you back to the bottom of the lift.

At the top of the elevator, there are two switches. The north switch lowers
the elevator again. The south switch toggles one of the walkways (seemingly at random)
that lead between the central pillar and the four side areas.

The north, east, and west side rooms merely contain a chest of treasure. The
south side area also has a lever in the southwest of the room that raises and lowers
the counterweight. This the weight that you need to lower to complete
quest 52.

If you are here to see the current king, you can enter safely by going straight
across the bridge, turning left, following the hall to a boat, getting in and
clicking on the rudder twice, then taking the stairs down. (You only need to
use the rudder once to get out.)

From the front door, turn to the right and head up the stairway to the top of
the lookout tower. When all of the guards here have been killed, go down the
tower and cross over to the other tower. When both towers are cleared of
hostiles, return to the entrance, cross the bridge, and into the next large room.

From this room, head north. It leads to a room with a weird looking fountain
in the middle. On the north and south walls are narrow passages with stairs
that lead up to a ledge above this room. To the north and south from the top ledges
are side rooms with treasure in them. At the end of the north room is the
tapestry that you need to complete quest 74.

To the east is a steep ramp down to a room with a chest. This chest contains
the Soul Jars needed for quest 42. Continuing down the
corridor takes you to a bridge over a lava river, and to a ramp down into a room
with a dock. Both this room and the previous room are connected. The first room
contains a chest in the lava that contains some good items.

When the room is cleared, get in the boat and click on the rudder to sail it
to the next location. From these docks, you can head down a ramp to the throne
room. The throne room is locked if you're assaulting the castle. Return to the
boat and click on the rudder again.

In this location, clear off the hostiles and exit the boat down the
corridor. It leads back to the entrance room. Exit the castle to the south.

Go down the first corridor to reach a bridge over a chasm. There is nothing
on the other side of the bridge, so jump over the edge to the waiting Behemoths.
Head down the tunnel until you reach a room with a pool. The south exit from this
room leads back to the start of the tunnels.

Across, on the west side of the room, is a secret door. The floor just past
the door is trapped with a Shrapmetal spell. Turn south and then south at the
next fork. Wind through the corridor to reach a room. There is a button in this
room that reveals an alcove in the room at the north end of the twisty passage.
Head towards that room -- a button there opens an (empty) alcove in the south
room. The spellbook of Divine Intervention that is needed for
quest 47 will be in this chest.

Return to the trapped corridor and head north. Your progress north in
the next room will be blocked by three tall pillars. Head out the southeast exit
and follow that corridor to a room with three buttons. These buttons control the
pillars. Push them all, return to the room with the pillars and head north.

The next room has a chasm. You can create a brige across the span by drinking
from the fonts in the east and west of the room. Push the button on the wall across
the bridge, then jump over the edge. If you head west, you will follow a corridor
that eventually leads back to the trapped hallway. Heading east takes you to the
exit to the Zone, but the exit will be blocked by a wall if the button is not pushed.
Using this exit completes quest 59.

Directly in from the front door is the altar area. A small button on the bottom of the
back of the altar will cause the altar to slide forward revealing a chest that
contains the Dark Altar Piece; one of the two pieces needed for quest 40
and quest 62.

The corridor to the east leads to another chapel room. The south exit leads to
several balconys that overlook the main entrance room. The north end of the room
has two exits. To the east is a bedroom. The entire south wall of the bedroom is
fake, hiding two chests.

The west exit leads to a hallway loop. Heading north at the first opportunity, the
hallway passes by a barracks area on your right and curves around to a library to the
south. Directly opposite the library entrance is a secret door in the wall that reveals
an area with three chests. The hallway continues around past a workshop area and
reconnects back with where you were. Continue west to another chapel whose
southern exit connects back with the main temple area.

On your way out, jump into the fountain. It is an illusionary pool hiding a tunnel.
The tunnel leads to four rooms containing vampries and items. The wall at the end
of the tunnel is also a secret wall, but it will dead-end after going through another
door (to your left) and going down a steep stairway.

From the front door, turn right and head through the door and up the stairs. At
the top of the stairs, turn to the south and go to the end of the ledge. The wall
is a secret door that hides a chest. The chest contains the Eagle Statuette. This
statuette needs to be placed on the altar in Tatalia as part of
completing quest 24.

Go down the other ledge and through the door. The floor will give way and you
will fall into a jail cell. There is a secret brick opposite the door that contains
a telekinesis scroll which you can use to flip the lever in the other room
to open the jail door.

Go through the door opposite the jail door and continue west into a bedroom. The
cabinets in this room contain some good treasure. Now head through the door to the
north into another bedroom. The bookcase on the east wall hides a small side room.
Push the button on the desk in this room. This disables the pit trap that you
fell into earlier. Then head out the secret door to the south, past the jail,
through the door which leads back to the room you started in.

Head up the stairs again and through the door. This time the floor will not
fall away and you can gain access to the library. The west bookcase is a secret
wall. Behind it is a desk that contains several very high level spellbooks.

Return to the entrance and go through the northern door. This is a chapel.
One of the Priests of Dark in this room has the Moon Cloak. The altar
at the head of the chapel is the altar that you need to purify
to complete quest 43.

In the opening room, head through the door to the left. In that room is a
chest that contains the Knight statue. This statuette needs to be placed on
the altar in Avlee as part of completing
quest 24. Explore the room to the right as well, but
that chest merely contains random treasure.

Heading through the door to the north, the next room is a large square
room with an altar in the middle. This is the altar that you need to deface
in order to complete quest 65. Next, head up the
stairs to the south, just west of the hallway you came in. They lead to the
ledge above this room. In the northeast section of the ledge is a door
that leads to a room of treasure. Another door to the south here leads
to more treasure. Across the hall from the last door is a secret door in
the wall. This passage leads down a spiral stairway to a hidden treasure
room.

Returning to the altar room, head out the north exit. At the beginning
of the corridor is a fireball trap. The hall leads to a chapel of monks
and priests of the sun. One of the priests in this room has the Sun Cloak
on her body.

To the north of the altar in this room is a secret door. The next door
can only be opened by pushing in all six buttons on the side walls, and then
pushing in the button in the middle of the room. The revealed room contains
some chests of treasure.

In the first tunnel, take the passage to the right. It leads down to a fork.
To the east is a bridge over a volcano core. Ignore that for now and head west,
then south at the first chance. In a side passage to the north is a lava filled
area, with a few items guarded by eyes on the far side of the lava. The corridor
you're in turns back to the north and intersects at a four-way crossing. Continuing
straight ahead will take you back to the entrance. Heading west will take you
to an exit to Mount Nighon at location 36.

Going east will take you back to the bridge. Cross over it this time. When
the narrow tunnel joins a large tunnel, follow the large tunnel south to a pair
of rooms of minotaurs, and a dead-end. Return north and continue east. Going all
the way east will take you to an exit to Mount Nighon at location 1.

Shortly before the exit, there is a tunnel to the north. It will open into
a large area. Go east and keep going east at the next fork. This is a narrow
passage that will lead down, past a room of warlocks, to an exit to Mount
Nighon at location 27.

Return back up the passage and continue straight west. The cavern will eventually
end. To the north is a tunnel that leads to the Tunnels to Eeofel.
To the south, the tunnel leads back to where you first entered these large tunnels.
Head west at that point. At the next fork, the north and west tunnels form a loop. The
south tunnel crosses over the volcano core again and enters a contrusted room.

To the east is a library of books. At the back of the library is a chest that
contains a case of Soul Jars, needed for quest 61 (if you
are on that quest). To the south is a pool filled with lava and
another library room further south. There are four bedrooms
off the lava room with cabinets of treasure. In the small hallway between the entrance
room and the pool room, the west wall has a secret door that leads to a large room
of treasure.

To the north of the entrance room is an elevator that goes up. The corridor
at the top of the lift leads to an exit to Mount Nighon at location 20.

Start by heading through the left door and taking a right at the first
"T" intersection you reach. This passage will twist and turn and eventually
end. Return to the intersection continue, heading south at the next major
branch.

As you head south, the passage will go around a tall pillar in the middle
of a room. The nearest side of that pillar has a secret wall that hides a chest
of treasure. As you continue south, you will reach the entrance room again.
Turn back to the north and continue past the passage that you arrived here
from earlier.

Continue as far north as possible, by-passing a major side passage to
the east. When the passage ends in another "T" intersection, the left
and right passages just form a loop. Go around the loop, and get the
chest in the dead-end passage in the middle of the loop, then exit the loop
continuing north. To the east, the corridor leads to a chest. To the west,
it leads to a few items.

Return to the east passage that you skipped earlier and procede down it.
The corridor will lead to a large room, divided by a bridge-covered stream.
Before proceding further into the room, head to the north-south corridor just
to your east and empty out the room at the north end of that passage.

Cross the stream and head into the tunnel to the north. Take the east fork.
This tunnel leads to the balcony that some of the warlocks were attacking you
from. Return to the main tunnel and empty out the north room. The chest in
this room contains the Angel Statue. This statue needs to be placed on the
altar in the Bracada Desert as part of completing
quest 24.

Continue down the tunnel to the east, taking the south side passage to
the other balcony, and cleaning out the room to the north. Eventually the
passage leads to a large room with Hydra and Minotaurs. The chest in this
room contians Haldor's Remains, which you need to complete
quest 31.

From this room, head through several doors and rooms southwards. You
will be back out in the maze area again, heading south. Take the first
west passage, then south, then turn to the north. This passage will take
you to a altar room area, with several valuable items scattered around.
The fountains along the side of the room will inflict a random malady
on the drinker about 30 minutes after drinking from them.

From this altar room, heading mostly south should bring you back to the
entrance area.

Heading down the starting corridor, enter the side passage to the west. The
room has a pool and five side coridors leading out of it, each filled with medusae
and behemoths. When the area is secure, return to the main corridor and continue north.

The tunnel continues for a considerable distance without any real branches, eventually
arriving a room with a stone formation in the center. Quickly explore the east and
southeast rooms (which are usually empty) and then head out the north tunnel. It will
turn around until it is going south when it enters a large room with two exits. Head east.

At the next fork, the north tunnel leads back to the room with the stone formation. The
south and west tunnels lead to rooms of monsters and items. When they are cleared, return
and continue east.

Turn north at the first new tunnel and follow that to a set of rooms with
behemoths and more treasure. This tunnel ends here, so return south and go east, following
the tunnel until the next fork. Continue west to a pier-like walkway surrounded by
water. Jump in the water and head north. It will lead to a passage that connects back up
at the previous room. Head out on the pier again and jump in the water. This time, go
south.

At the end of the tunnel, cast Jump to get out of the water, and head
south along the tunnel to another recessed tunnel. That tunnel leads to a raised walkway
dividing the room into an east and west halves. Continue all of the way along the
walkway until it goes back into a tunnel. It will curve around, leading back to the top
of the last ledge you jumped down. Jump down again, head to the raised walkway,
and jump off the west side. A tunnel west leads back to the top of the ledge again.

Return to the walkway once more and jump off the east side. A tunnel on this
side, leading north leads to an exit to the Land of the Giants.
When you first exit, you will be given a blaster by Archibald Ironfist.

Simple cave. There is one tunnel that goes into the mountain with no forks
through four caverns. In the last cavern are two dragon eggs and a chest of
treasure. The dragon eggs are needed for quest 71.

Follow the entrance tube to the first split. Take the right tube. It leads to
a room with a chest that contains a blaster. Return down the tube the other
direction and follow it all of the way to a room. Through the room is an elevator
that will take you up to a prison area. Push the four buttons in the first room
of the prison area to unlock all of the cells.

The two cells on the right each contain a chest with a blaster in them. The
last cell on the left has a raised area in the back. There is a small square on the right
edge of the raised area that will lift you up to that level. From the upper level,
you have access to the cage. In the cage is Roland Ironfist. He will give you
a Colony Zod key, and resucing him will open the tube to the center of the colony.

Exit the prison area by heading back down the lift. On the left is the new
tunnel that was opened. Follow it down to a room. The north side of the room has
a lift to take you up one level. On this level, the buttons in the rooms on the
east and west need to be pushed in order to open the door to the lift in the
south room. The room in the west also contains a chest with a blaster.

The lift leads up to a door that is locked -- you need the Colony Zod key
to open it. Inside are lots of devils, including Xenofex, whom you need to kill
to complete quest 56 and quest 76.
The chest in the room contains another blaster.

Travel

Monsters

Locations

Heroism Pedestal

Day of the Gods Pedestal

Chest at Shipwreck

The chest contains the temple in a bottle. If used, it will take
your party to a dungeon area that maps the offices of the New
World Computing development team. The peasants walking around there
are named with the names of the developers. A detailed description
of that area is not included in this solution.

The first thing you have to do is restore power to the ship or most of the
doors won't function. From the bay that you entered from, head southeast and
east down the corridor to a lift that leads to the engineering core. The
power can be restored by clicking on the southern console by the core. There is
also a lift on the east side of the room to the upper level of engineering.

Return back to the main cargo bay and enter the small room to the east. There
are four consoles there, each of which will raise a storage bay. The third bay
has a chest in it containing three blaster rifles. Head out the south of the
bay and push the button against the wall. You will rise up into a cargo moving
room. The chest in this room contains another blaster rifle. The northeast
corner of the room is a raised area that will teleport you to another cargo room.
Go there and return, then head out the door to the south.

That corridor leads to a large central room. Once the droids in this room are
cleared, start exploring the exits on this level in counter-clockwise order. The
next exit south is a lift that is at the upper level of this room. The door
after this is a small conference room. The only exit on the east side of the large
room leads to a hallway.

If you follow the hallway north, you will arrive in the cargo moving room
that you teleported into earlier. Head south down the corridor exploring the
side rooms. All of them are bedrooms except the second door on the left. It
is a lift that goes up to the upper level of the main room, and also has another
lift that takes you up to a prison area. The small room on the left as you enter
the prison area has three buttons that unlock the doors to this area. All of the
cells are sealed with an invisible force field and are empty. Return back down the
lift and exit onto the second floor of the large room.

Head south to a small storeroom on the east wall at the south end of the room.
The chest here contains more blasters and blaster rifles. Cross over to the
west side of this room. The northern west exit is the lift back to the first
floor. The southern west exit leads to a weapons storeroom.

Exit the large room to the south. Those doors lead to the main bridge. Off
the east is a small conference room. In the middle of the upper level of the
bridge is a console with a black starfield in it. This console contains the
Oscilation Overthuster that you need to complete quest 57 and
quest 77. Once removed, the walls will start
sparking electricity continuously. It is easiest to exit by
Town Portaling back.

All of the quests that appear in the game. If the quest text doesn't contain the entire
where of the solution, then more detail is printed here. For the most part, the solution to
the quests is listed in the location description for where the quest should be solved.

Reward: If you select Judge Fairweather, you will finish the game on the path of good. You
will receive quest 38.

Reward: If you select Judge Sleen, you will finish the game on the path of evil. You will
receive quest 58.

Note: When the new Arbiter ends the war, the winner is decided by how quests 32
through 36. If you completed both quest 32 and
quest 33, and returned the Trumpet to the old Arbiter, then a new
kingdom of Harmondale will be formed with you in charge. Otherwise,
whichever side benefited most from your actions will win the war and take control
of Harmondale.

Win five arena challenges then return to Leda Rowan in the
Bracada Desert.

Notes: You must win at Knight difficulty level.

To complete: The lower your lever, the easier the Arena battles are. The best time
to get the wins is right at the start of the game when you have to kill a few goblins
in the arena, rather than when you're 50th level and you have to kill titans,
dragons, and behemoths.

Expert, Master, and Grandmaster instructors.

To become an Expert in the skill, you need to have at least rank 4 in that skill.
To become a Master in the skill, you must be an Expert and be rank 7. To become
a grandmaster, you must be a Master and be rank 10. Sometimes additional
requirements also apply.

The Arbiter will give you advice as to what you should do next in the game. These
hints are listed below.

If there is one piece of advise I could give you, it would be to fix your castle.
I don't know how you're going to find the gold and workers to do it, as only wealthy
nobles and kings can afford such large scale projects. I suppose it's the old chicken
and egg question... you must appear noble to gain wealth and respect, but you must have
wealth and respect in order to appear noble.
In any event, if you expect to be lords of Harmondale for more than a few months, you
need a way to prove you're not just lucky peasants. You must prove that you're fit to rule.

Once again, the Human kingdom of Erathia and the Elvish kingdom of Harmondale
are fighting. As the local judge, it has fallen to me to patch up their differences and bring
the two sides to the negotiating table. The two sides are so evenly matched that either could prevail.
[The judge leans closer to you, lowering his voice.] And I'll tell you something else -- I don't much
care anymore who wins. They are like children fighting over a toy. Niether really wants Harmondale
-- they just want to deny it to the other.
So, you're on your own. Whatever actions you take now in support of one side or another could
really make a difference. Just remember that they couldn't possibly care less what happens to you or who rules
in Harmondale. Protect yourselves and your people first. We didn't have this conversation.

Good Path

First, you need to speak to Gavin Magnus in Celeste and complete his training. After you have proven your
ability and loyalty you will learn more about your role in the future of Erathia.

Each of Gavin's advisors has a task for you. Talk to Resurectra, Sir Caneghem, and Crag Hack for more
information. Do not fail in these missions- in them rests the balance of the future.

Robert the Wise has a regrettable, but necessary, mission for you to complete. For any of our plans
to continue, this mission must succeed. Prepare most carefully for the task, or you invite certain failure.

The Kreegan, the Devils, and their leader Xenofex must be destroyed completely for the plan to have
any long-term benefit. You will find their 'hive' in the Land of the Giants.

To the west of Avlee lies the craft that Resurectra and her associates used to come to Erathia.
Visit the ship and retrieve the Oscillation Overthruster to insure our victory.
Make sure to be properly outfitted for the journey.

Bring the Oscillation Overthruster back to Resurectra immediately! Every moment wastes valuable time!

Evil Path

Your first order of business is to talk to Lord Ironfist and complete his 'mission.' Once your ability
and loyalty are proven, you will be allowed to help in more interesting ways.

Each of the advisors or Lord Ironfist has a task for you, complete each one. Talk to Kastore, Dark Shade,
and Maaximus for more information. The completion of these takss is vital for our future.

Tolberti has a mission of great importance. Everything we've staked so far rests on its completion. Prepare
well for his task or you will certainly fail.

Xenofex and the rest of the Kreegan must be put down; go to their
'hive' in the Land of the Giants
and put a stop to Xenofex and his minions once and for all.

You will need to visit the craft that brought Kastore and his men to Erathia to continue.
Go west of Avlee, and make sure to be properly outfitted.

Bring the Oscillation Overthruster back to Kastore with all possible speed! Every moment you dally allows
a chance for failure!

All of the items in the game are listed here, along with their base stats and value.
The value determines the buy and sell price, although this is adjusted by the store's
"markup" value, and your Merchant skill.

Items are sorted by the skill that you need to use them with; weapons (Ancient, Axe,
Bow, etc); armor (leather, chain, plate, sheields); then all miscellaneous equipable
items, and then all other items.

Enchantments on an item add the value of the enchantment to the item. If there
is an "X" in the effect of an enchantment, then the value is "per X". Eg, an item
"of Charm" has a listed value of 100. Its effect is "+X to Personality", so the value
increases by 100gp per point of Personality that it adds.

Item

Dmg/AC

Value

Blaster

3d5+8

Blaster Rifle

5d5+12

Crude Axe

4d2+0

30

Battle Axe

4d2+2

100

Dwarven Axe

4d2+5

250

Steel Axe

4d2+8

400

Minotaur Axe

4d2+11

550

Poleaxe

3d7

225

Warrior's Poleaxe

3d7+3

450

Headsman's Poleaxe

3d7+9

900

Crossbow

4d2+0

50

Heavy Crossbow

4d2+3

200

Ideal Crossbow

4d2+7

400

Crude Bow

5d2+0

100

Longbow

5d2+2

200

Elven Longbow

5d2+4

300

Composite Bow

5d2+6

400

Griffin Bow

5d2+8

500

Dagger

2d2+0

8

Dwarven Dagger

2d2+2

100

Sharktooth Dagger

2d2+3

150

Assassin's Dagger

2d2+5

250

Mage Dagger

2d2+6

300

Long Dagger

2d3+0

15

Erathian Long Dagger

2d3+4

200

Exquisite Long Dagger

2d3+7

350

Club

1d3+0

1

Spiked Club

1d3+3

40

Steel Club

1d3+5

100

Mace

2d4+0

50

Spiked Mace

2d4+2

150

Zealot Mace

2d4+5

300

Dwarven Morningstar

2d4+8

450

Supreme Flail

2d4+11

600

Hammer

2d5+0

120

War Hammer

2d5+3

300

Dwarven Hammer

2d5+9

600

Crude Spear

1d9+0

15

Soldier's Spear

1d9+1

50

Elven Spear

1d9+5

250

Cruel Spear

1d9+9

450

Sublime Spear

1d9+13

650

Trident

2d6+0

100

Barbed Trident

2d6+6

400

War Trident

2d6+12

700

Halberd

3d6+0

200

Weighted Halberd

3d6+4

400

Might Halberd

3d6+10

700

Staff

2d4+0

40

Iron Core Staff

2d4+3

250

Wizard Staff

2d4+7

500

Crude Longsword

3d3+0

50

Elven Saber

3d3+3

200

Keen Longsword

3d3+6

350

Graceful Sword

3d3+9

500

Duelist Blade

3d3+12

650

Cutlass

2d4+0

40

Goblin Cutlass

2d4+5

290

Regnan Cutlass

2d4+11

590

Broadsword

3d4+0

100

Steel Broadsword

3d4+4

300

Champion Sword

3d4+10

600

Two-Handed Sword

4d5+0

400

Great Sword

4d5+2

500

Heroic Sword

4d5+8

800

Leather Armor

4

150

Studded Leather

6

250

Officer's Leather

10

450

Regnan Leather

16

750

Royal Leather

24

1150

Chain Mail

8

400

Steel Chain Mail

12

600

Fine Chain Mail

18

900

Resplendent Chain Mail

26

1300

Golden Chain Mail

36

1800

Plate Armor

20

1000

Splended Plate Armor

28

1400

Noble Plate Armor

54

2700

Goblin Shield

6

200

Wooden Shield

7

300

Horseman's Shield

9

400

Sterling Shield

13

500

Phynaxian Shield

19

800

Wooden Buckler

4

100

Bronze Shield

6

200

Metal Shield

8

300

Alloyed Shield

12

450

Majestic Shield

18

750

Eyeball Amulet

500

Bronze Amulet

750

Witch's Amulet

1000

Death's Head Pendant

1250

Sun Amulet

1500

Leather Belt

40

Fine Belt

100

Strong Belt

225

Silver Belt

450

Gilded Belt

600

Leather Boots

2

50

Steel Plated Boots

6

250

Ranger Boots

8

450

Knight's Boots

10

650

Paladin Boots

12

850

Leather Cloak

1

50

Huntsman's Cloak

3

150

Ranger's Cloak

5

250

Elegant Cloak

7

450

Glorious Cloak

9

750

Gauntlets

3

100

Steel Gauntlets

6

250

Silver Mesh Gauntlets

8

450

Dragon Hide Gauntlets

10

650

Mogred Gauntlets

12

850

Horned Helm

2

60

Conscript's Helm

6

260

Full Helm

8

460

Phynaxian Helm

10

660

Mogred Helm

12

860

Peasant Hat

20

Traveller's Hat

100

Fancy Hat

200

Crown

250

Noble Crown

450

Regal Crown

650

Brass Ring

100

Pearl Ring

300

Platinum Ring

500

Emerald Ring

700

Sapphire Ring

900

Warlock Ring

1100

Enchanted Ring

1300

Dazzling Ring

1500

Wizard Ring

1700

Angel's Ring

2000

Wand

1000

Fairy Wand

1500

Alacorn Wand

2000

Arcane Wand

2500

Mystic Wand

3000

1st Normal Spell Scroll

10

2nd Normal Spell Scroll

20

3rd Normal Spell Scroll

30

4th Normal Spell Scroll

40

5th Normal Spell Scroll

50

6th Normal Spell Scroll

75

7th Normal Spell Scroll

100

8th Normal Spell Scroll

150

9th Normal Spell Scroll

200

10th Normal Spell Scroll

300

11th Normal Spell Scroll

500

1st Light/Dark Spell Scroll

100

2nd Light/Dark Spell Scroll

150

3rd Light/Dark Spell Scroll

200

4th Light/Dark Spell Scroll

250

5th Light/Dark Spell Scroll

300

6th Light/Dark Spell Scroll

350

7th Light/Dark Spell Scroll

400

8th Light/Dark Spell Scroll

500

9th Light/Dark Spell Scroll

600

10th Light/Dark Spell Scroll

750

11th Light/Dark Spell Scroll

1000

1st Normal Spell Book

100

2nd Normal Spell Book

200

3rd Normal Spell Book

300

4th Normal Spell Book

400

5th Normal Spell Book

500

6th Normal Spell Book

750

7th Normal Spell Book

1000

8th Normal Spell Book

1500

9th Normal Spell Book

2000

10th Normal Spell Book

3000

11th Normal Spell Book

5000

1st Light/Dark Spell Book

1000

2nd Light/Dark Spell Book

1500

3rd Light/Dark Spell Book

2000

4th Light/Dark Spell Book

2500

5th Light/Dark Spell Book

3000

6th Light/Dark Spell Book

5000

7th Light/Dark Spell Book

4000

8th Light/Dark Spell Book

5000

9th Light/Dark Spell Book

6000

10th Light/Dark Spell Book

7500

11th Light/Dark Spell Book

10000

Power 1 Reagent

1

Power 5 Reagent

10

Power 10 Reagent

50

Power 20 Reagent

100

Power 50/75 Reagent

500

Potion Bottle

1

Grey Potion

1

Basic Potion

5

Mixed Potion

50

Layered Potion

150

White Potion

750

Black Potion

2000

Blue Quartz

250

Topaz

500

Rose Crystal

750

Yellow Topaz

750

Green Garnet

1250

Sapphire

1500

Amethyst

1750

Emerald

2000

Ruby

2000

Diamond

2500

Diamond

3000

Enchantments

Effect

Value

of Air Resistance

+X to Air Resistance

100

of Alchemy

+X to Alchemy skill

100

of Arms

+X to Armsmaster skill

100

of Body Resistance

+X to Body Resistance

100

of Charm

+X to Personality

100

of Defense

+X to Armor Class

100

of Disarming

+X to Disarm skill

100

of Dodging

+X to Dodge skill

100

of Earth Resistance

+X to Earth Resistance

100

of Fire Resistance

+X to Fire Resistance

100

of the Fist

+X to Unarmed skill

100

of Health

+X to Hit Points

100

of Items

+X to ID Item skill

100

of Luck

+X to Luck

100

of Magic

+X to Spell Points

100

of Might

+X to Might

100

of Mind Resistance

+X to Mind Resistance

100

of Monsters

+X to ID Monster skill

100

of Precision

+X to Accuracy

100

of Speed

+X to Speed

100

of Stealing

+X to Stealing skill

100

of Thought

+X to Intellect

100

of Vigor

+X to Endurance

100

of Water Resistance

+X to Water Resistance

100

of Recovery

Increase rate of Recovery

200

of Alarms

Immune to sleep

500

of Cold

Adds 3-4 points of cold damage

500

of Fire

Adds 1-6 points of fire damage

500

of Force

Increased knockback effect

500

of Poison

Adds 5 points of body damage

500

Rogues'

+5 Speed and Accuracy

500

of Sparks

Adds 2-5 points of electrical damage

500

Warriors'

+5 Might and Endurance

500

Wizards'

+5 Intellect and Personality

500

of Doom

+1 to all statistics, HP, SP, AC, and resistances

750

of Antidotes

Immune to poison

1000

Assassins'

Adds 5 points of body damage and +2 Discard skill

1000

of Feather Falling

Prevents damage from falling

1000

of Flame

Adds 2-12 points of fire damage

1000

of Frost

Adds 6-8 points of cold damage

1000

of Immunity

Immune to disease

1000

of Lightning

Adds 4-10 points of electrical damage

1000

of Mana

Regenerate 1 sp per 5 minutes

1000

of the Moon

+10 Intellect and Luck

1000

of Protection

+10 to all resistances

1000

of Regeneration

Regenerate 1 hp per 5 minutes

1000

of Sanity

Immune to insanity

1000

of Shielding

Half damage from misiles

1000

of the Stars

+10 Endurance and Accuracy

1000

of the Storm

+20 Air Resistance and Shielding

1000

of the Sun

+10 Might and Personality

1000

of Venom

Adds 8 points of body damage

1000

Barbarians'

Adds 6-8 points of cold damage and +5 Armor Class

1500

of the Golem

+15 Endurance, +5 Armor Class

1500

of Identifying

+3 ID Item and ID Monster skills

1500

Monks'

+3 Unarmed and Dodge skills

1500

of the Ocean

+10 Water Resistances and +2 Alchemy skill

1500

Thieves'

+3 Stealing and Disarm skills

1500

of the Unicorn

+15 Luck and Regenerate SP

1500

of Water Walking

Prevents all drowning damage

1500

of Air Magic

50% increase to air magic skill

2000

of Acid

Adds 12 points of body damage

2000

of Body Magic

50% increase to body magic skill

2000

of Dark Magic

50% increase to dark magic skill

2000

of Earth

+10 to Endurance, Armor Class, and Hit Points

2000

of Earth Magic

50% increase to earth magic skill

2000

of the Eclipse

+10 Spell Points and Regenerate SP

2000

of Freedom

Immune to paralysis

2000

of Ice

Adds 9-12 points of cold damage

2000

of Infernos

Adds 3-18 points of fire damage

2000

of Life

+10 Hit points, Regenerate HP

2000

of Light Magic

50% increase to light magic skill

2000

of the Medusa

Immune to petrification

2000

of Mind Magic

50% increase to mind magic skill

2000

of Spirit Magic

50% increase to spirit magic skill

2000

of Thievery

Double chance of lockpicking

2000

of Thunderbolts

Adds 6-15 points of electrical damage

2000

of Water Magic

50% increase to water magic skill

2000

of Plenty

Regenerate HP and Regenerate SP

2500

of Power

+5 character level

2500

of the Sky

+10 Spell Points, Intellect, and Speed

2500

of the Dragon

Adds 10-20 points of fire damage and +25 Might

3000

of the Gods

+10 to all statistics

3000

of the Phoenix

+30 Fire Resistance and Regenerate HP

3000

of Carnage

Projectile explodes as fireball

5000

of David

Double Damage vs all titans

x2

Demon Slaying

Double damage vs all demons

x2

Dragon Slaying

Double damage vs all dragons

x2

Elf Slaying

Double Damage vs all elves

x2

Swift

Increased weapon speed

x2

Undead Slaying

Double Damage vs all undead

x2

Vampiric

20% of damage dealt given to wielder

x2

of Darkness

Vampiric and Swift

x3

Antique

x10

Restrictions on who can use certain artifacts are listed in bold in the Abilities column.

Potions in Might and Magic VI are created by mixing two herbs or existing potions
together. While the simpler potions are very weak, and mostly useless in the game except
at the very beginning; the more potent potions are well worth mixing.

This table of information about monsters was gleaned from an internal data structure in the game. Any
extra abilities that an attack can have are listed in bold in the attacks column.
The attacks are listed by the type of damage that they do: If a
"-R" follows the attack type, it means that the attack is a ranged attack. For spells, if an "E" follows the
skill level, it means that the spell is cast at Expert level of ability, "M" for Master, "G" for Grandmaster.
"Imm" means "immune".

In the game, creatures always come in a set of about three types. This table is sorted by the "common name" of the
group. When it is unclear what the common name is, I used the name of the weakest member of the group.
Sometimes the abilities of a particular monster type will vary. That is why there are some duplicate entries
in the table. Many "named" creatures are also just ordinary monster types with a special name.